About the Trax Editor


The Trax Editor is another useful animation editor in Maya, incorporating a nonlinear approach to animation. Nonlinear animation allows you to create clips of animation and arrange them in any manner you wish. For example, if you have a ball in your scene, you could have a bouncing clip, a rolling clip, and a deflating clip. You can then blend, rearrange, add, duplicate, or delete these clips, making new animations without touching a keyframe.

At the heart of the Trax Editor is the character set. The character set defines a set of keyframable attributes. What those attributes are is up to you. A character set is not necessarily a complex, rigged character; it could just simply be a sphere.

The character set can be all the keyable attributes of a number of objects. When you create a keyframe for any one of those objects, all of the attributes in that character set will be keyed.

To create a character set:

1.

Create a NURBS sphere and a polygon cube.

2.

Translate the cube 1.5 units above the sphere.

This is going to be your character.

3.

To create the character set, select the sphere and the cube.

4.

From the Character menu, select the box next to Create Character Set (Figure 12.66).

Figure 12.66. Open the Create Character Set options.


5.

Change the name of the character set to All (Figure 12.67).

Figure 12.67. Set the options for the character, including what will be keyable.


6.

Click Create Character Set.

This creates a character set that includes your two objects. Next you will create subcharacter sets for the sphere and cube individually.

7.

Select the sphere.

8. From the Character menu, select the box next to Create Subcharacter (Figure 12.68).

Figure 12.68. Display the options for creating a subcharacter set.


9. Change the name to Ball and click Create Subcharacter (Figure 12.69).

Figure 12.69. Set the options for the subcharacter set.


10. Select the cube.

11. From the Character menu, select the box next to Create Subcharacter.

12. Change the name to Box and click Create Subcharacter.

13. Navigate to current character set menu below the playback controls.

14. Click the arrow and select All (Figure 12.70).

Figure 12.70. Use the menu in the bottom right corner or the interface to select the character set you are working with.


This is where you choose the character or subcharacter you will be working with.

To create a clip:

1.

With All selected in the current character set menu, go to frame 0 in the timeline.

2.

Select the sphere and the cube and press .

3.

Move to frame 10 in the timeline.

4.

Translate the sphere 1 unit up in the Y direction.

5.

Translate the cube 0.5 unit up in the Y direction; press .

This keyframes the sphere and the cube because they are both in the selected character set. When you keyframe any object in a character set, all objects are keyframed automatically.

6.

Move to frame 20 in the timeline.

7.

Translate the sphere back down 1 unit so it is back in its original position.

8.

Translate the cube back to its original position and press .

Both the sphere and cube should move up and back down as you drag through the timeline.

9.

From the Window menu, select Animation Editors > Trax Editor.

The Trax Editor opens.

10.

Click the Load selected Characters icon .

Two tracks appear, representing your characters.

11.

From the Create menu in the Trax Editor, select the box next to Clip (Figure 12.71).

Figure 12.71. Clips contain all of the keyframes for all of the objects in your character set's animation. The clips can then be manipulated in the Trax Editor.


12.

Change the name to Bounce and click Create Clip (Figure 12.72).

Figure 12.72. In the Create Clip Options dialog box, you can give the clip a unique name and set specific options for the length and content of the clip.


Two clips now appear in the Trax time-line: Bounce and Bounce1. One clip is assigned to the box and one to the ball.

To manipulate a clip:

1.

Hold and select both clips (Figure 12.73).

Figure 12.73. Collapsing the All character set allows you to work with clips under the main character set. You will see one clip as opposed to two subcharacter clips.


Arrows appear on both sides of the selected clips, indicating that they can be manipulated together.

2.

Scale the clip by clicking the arrow near the right end of the clip then drag the clip to scale it (Figure 12.74).

Figure 12.74. Scaling the clip.


3.

Click the middle of the clip and drag to move it in the timeline.

4.

Click the All character set to deselect the two clips (Figure 12.75).

Figure 12.75. Click the arrow next to your main character set to reveal the subcharacter clips.


5.

Position the cursor over the upper right corner of the Balls Bounce clip until you see a double-headed arrow with a line in the middle (Figure 12.76). Drag the clip to the left until it becomes smaller.

Figure 12.76. Cutting the clip off at a certain point will not destroy the original animation. You can adjust this at any time in the Trax Editor.


This cuts off the animation in that clip at that point.

or

Position the Current Time indicator at the point in the clip that you would like to trim it to and click the Trim clip after current time icon .

6.

Right-click the Bounce clip and select Duplicate. (Figure 12.77).

Figure 12.77. All of your animation clips are stored in the library for easy access when you import them.


This inserts the same clip at the position of the cursor in the timeline.

7.

Drag the Bounce2 clip to the left so that it overlaps the Bounce clip.

The Trax editor creates a new track for Bounce2 (Figure 12.78).

Figure 12.78. Drag Bounce2 to the left so that it overlaps Bounce. The Trax editor creates a new track for Bounce2.


8.

Select Bounce2 and Bounce and click the Create Blend icon .

This blends the two animation clips together to create a smooth transition between the clips (Figure 12.79).

Figure 12.79. The Blend function creates a spline curve between the last frame of one clip and the first frame of another clip.


9.

Select Bounce2 and drag it to the right so that it no longer overlaps with Bounce (Figure 12.80).

Figure 12.80. Drag Bounce2 to the right so that it does not overlap Bounce. Currently there is no nterpolation between the two clips because the Offset of Bounce2 is set to relative.


There is currently no translation between the two clips, even though a blend has been assigned, because Bounce2 is currently set to a Relative Offset.

10.

Select Bounce2 and in the Channel Box, click in the field next to Offset and select Absolute.

Now the blend interpolates between the end position of the last clip and the next clip.

11.

Right-click the Bounce1 in the Box track and select Duplicate.

12.

Select the new clip and position the Current Time indicator so that it is halfway through the clip and click the Trim clip after current time icon (Figure 12.81).

Figure 12.81. The Trax Editor allows you to have multiple tracks for each character or subcharacter. By using multiple tracks, you can have more than one clip playing at the same time for the same character.


This trims the clip so that the Box goes up but does not come down.

13.

Right-click the new clip and select duplicate. Repeat this several times to get several instances of the shortened clip on the track. (Figure 12.82).

Figure 12.82. The same clip can be imported and moved to a new track. There it can be placed to overlap the original clip, adding to the motion of the original animation.


You now have several clips of the same animation one after each other for the Box subcharacter. The Bounce2 clip will have an additive affect because the Offset on each clip is set to Relative, and the box should bounce higher and higher.

The Trax Editor is a powerful tool, with many functions and controls. Here is a list of other commonly used functions:

  • Cut, Copy, Paste, Duplicate Select the clip you want to edit; then from the Edit menu, select Cut, Copy, Paste, or Duplicate.

  • Attribute Editor The clip's Attribute Editor allows you to adjust the scale, off-set, and cycling of the clip you've selected. To see the Attribute Editor, select the clip; then from the Modify menu, select Attribute Editor.

  • Animation Curves To see and adjust the original animation curves in the graph editor, select the clip; then click the Graph Anim Curves icon .



    Maya for Windows and Macintosh
    MAYA for Windows and MacIntosh
    ISBN: B002W9GND0
    EAN: N/A
    Year: 2004
    Pages: 147
    Authors: Danny Riddell

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